"Why Gjallerhorn is overpowered" (Destiny)

by electricpirate @, Saturday, August 15, 2015, 16:43 (3486 days ago)

Interesting piece over at GameInformer, which is about Destiny, but also a general truism of game design.

http://www.gameinformer.com/b/features/archive/2015/08/14/why-gjallarhorn-is-overpowered-and-the-tricks-to-balancing-...

A part I like,

"There was a bug late in the development of Destiny where the trails didn't appear for the sub-munitions of Gjallarhorn, so you couldn't see what it was doing and it wasn't this spectacular display that it is now. However, the bug didn't get logged as, 'This doesn't look awesome." It got logged as 'isn't powerful enough.'"

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"Why Gjallerhorn is overpowered"

by Mid7night ⌂ @, Rocket BSCHSHCSHSHCCHGGH!!!!!!, Saturday, August 15, 2015, 17:05 (3486 days ago) @ electricpirate

Interesting piece over at GameInformer, which is about Destiny, but also a general truism of game design.

http://www.gameinformer.com/b/features/archive/2015/08/14/why-gjallarhorn-is-overpowered-and-the-tricks-to-balancing-...

A part I like,

"There was a bug late in the development of Destiny where the trails didn't appear for the sub-munitions of Gjallarhorn, so you couldn't see what it was doing and it wasn't this spectacular display that it is now. However, the bug didn't get logged as, 'This doesn't look awesome." It got logged as 'isn't powerful enough.'"


So it's like the opposite of why the H1 Magnum was overpowered in campaign mode? ;)

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"Why Gjallerhorn is overpowered"

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Saturday, August 15, 2015, 17:21 (3486 days ago) @ electricpirate

"It's funny, there's an interesting reaction, which is the opposite of what we wanted, because we're actually trying to create more viable options so you have more choices to pick from," says senior designer Sage Merrill. "There was a bug late in the development of Destiny where the trails didn't appear for the sub-munitions of Gjallarhorn, so you couldn't see what it was doing and it wasn't this spectacular display that it is now. However, the bug didn't get logged as, 'This doesn't look awesome." It got logged as 'isn't powerful enough.'"

This fun story gives us some insight into one of the reasons that Gjallarhorn might have become a dominating force among the Destiny community. Merrill went on to describe the intricacies of weapon balancing and why developers find it so tricky. A designer can't always trust the cold math that dictates a weapon's DPS, because our own human perceptions tinker with how a game feels balanced.

"I can overpower a gun just by adjusting the audio," says Merrill. "People will say, 'this gun is useless,' but then we change the audio to give at this huge sniper boom and the next day people will say, 'this gun is completely broken and overpowered.'" All we did was change the audio. It doesn't matter if guns are really balanced, it matters if they are perceived as being balanced. I could have a gun that is completely underpowered, but if everybody assumed it was really strong because it felt badass, we would probably still have to do some balancing to it."

I don't believe a word of this. The Suros Regime sounded like it was firing Ping-Pong balls, but was still considered one of the most devastating weapons pre-nerf.

I agree that hard math isn't the end-all of balancing, but "I can overpower a gun just by adjusting the audio" is the most absurd thing I've ever heard.

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"Why Gjallerhorn is overpowered"

by CruelLEGACEY @, Toronto, Saturday, August 15, 2015, 17:28 (3486 days ago) @ CyberKN
edited by CruelLEGACEY, Saturday, August 15, 2015, 17:31

"It's funny, there's an interesting reaction, which is the opposite of what we wanted, because we're actually trying to create more viable options so you have more choices to pick from," says senior designer Sage Merrill. "There was a bug late in the development of Destiny where the trails didn't appear for the sub-munitions of Gjallarhorn, so you couldn't see what it was doing and it wasn't this spectacular display that it is now. However, the bug didn't get logged as, 'This doesn't look awesome." It got logged as 'isn't powerful enough.'"

This fun story gives us some insight into one of the reasons that Gjallarhorn might have become a dominating force among the Destiny community. Merrill went on to describe the intricacies of weapon balancing and why developers find it so tricky. A designer can't always trust the cold math that dictates a weapon's DPS, because our own human perceptions tinker with how a game feels balanced.

"I can overpower a gun just by adjusting the audio," says Merrill. "People will say, 'this gun is useless,' but then we change the audio to give at this huge sniper boom and the next day people will say, 'this gun is completely broken and overpowered.'" All we did was change the audio. It doesn't matter if guns are really balanced, it matters if they are perceived as being balanced. I could have a gun that is completely underpowered, but if everybody assumed it was really strong because it felt badass, we would probably still have to do some balancing to it."


I don't believe a word of this. The Suros Regime sounded like it was firing Ping-Pong balls, but was still considered one of the most devastating weapons pre-nerf.

I agree that hard math isn't the end-all of balancing, but "I can overpower a gun just by adjusting the audio" is the most absurd thing I've ever heard.

I believe that some people would provide feedback like that after their first 15 seconds with a weapon. But after using any gun for a mission or two I think most people get a sense of how effective a weapon truly is, regardless of visual and audio traits. (* edit - of course, anyone actually involved in game testing/development would have a way better idea than I do... this is just my assumption)

The part that makes me raise my eyebrows a bit is the implication that Gjallarhorn's insane damage output was somehow a mistake or surprise (worth mentioning that this might not be at all what Sage was trying to say... but it comes across that way because of how the article frames things). I knew the moment I fired my Gjallarhorn w/ wolfpack rounds that it was doing nearly twice the damage of any other rocket launcher I'd tried. It isn't a subtle difference that would only surface through millions of players logging thousands of game-hours. It is instantly apparent to anyone who uses it during higher-level PvE activities.

I'd always assumed that Bungie wanted Gjallarhorn to be as powerful as it is. I believe the impending nerf has more to do with the negative trends taking hold in LFG sites than anything else.

"Why Gjallerhorn is overpowered"

by electricpirate @, Saturday, August 15, 2015, 18:02 (3486 days ago) @ CruelLEGACEY

I believe that some people would provide feedback like that after their first 15 seconds with a weapon. But after using any gun for a mission or two I think most people get a sense of how effective a weapon truly is, regardless of visual and audio traits. (* edit - of course, anyone actually involved in game testing/development would have a way better idea than I do... this is just my assumption)

From my experience with games I've made, and with playtesting games my friends have made, it's pretty potent. People will gravitate to the thing that feels great, and will take the Audio visual cues as gospel. (A friend of mines game had to do a ton of game feel tweaks to make the most powerful weapon in the game not feel like a liability. That's pretty important as it's a Juggernaut style KoTH game http://steamcommunity.com/sharedfiles/filedetails/?id=475346570)

The part that makes me raise my eyebrows a bit is the implication that Gjallarhorn's insane damage output was somehow a mistake or surprise (worth mentioning that this might not be at all what Sage was trying to say... but it comes across that way because of how the article frames things). I knew the moment I fired my Gjallarhorn w/ wolfpack rounds that it was doing nearly twice the damage of any other rocket launcher I'd tried. It isn't a subtle difference that would only surface through millions of players logging thousands of game-hours. It is instantly apparent to anyone who uses it during higher-level PvE activities.

I'd always assumed that Bungie wanted Gjallarhorn to be as powerful as it is. I believe the impending nerf has more to do with the negative trends taking hold in LFG sites than anything else.

The whole section is really awkwardly worded, was this an anecdote about the steps they took in getting GHorn to where it is, or were they overconfident in some balance element? It could also be about the communities reaction to "ONLY MAX GHALLY" and the role of GHALLY as a status symbol" i dunno, it feels like two quotes jammed together while missing some content.

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"Why Gjallerhorn is overpowered"

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, August 16, 2015, 16:56 (3485 days ago) @ CruelLEGACEY
edited by Cody Miller, Sunday, August 16, 2015, 17:03

I'd always assumed that Bungie wanted Gjallarhorn to be as powerful as it is. I believe the impending nerf has more to do with the negative trends taking hold in LFG sites than anything else.

I'm a firm believer that the LFG stuff is overblown. You're going to hear about these on the forums and on reddit because those stories are ridiculous, and are going to get pushed to the top. I've never once been asked if I had a Gjallarhorn. Granted I do LFG pretty infrequently since I have the PS4 crew, but 100% of the time has been positive.

I think the real reason is simply that it was as powerful as they had wanted, but they didn't anticipate so many people chasing (and getting) it. They made the same mistake with Mythoclast. When you've got a team of 6 all packing Wolfpack Rounds, there's not much you can do to balance both around that, and around the possibility of nobody on the 6 man team having it. Just like if you had a 6 man control team with launch Mythoclasts, it would be pretty ugly for the other team.

The more people on the fireteam, the harder it scales. The nerf is a good thing. The strike bosses being less bullet spongy and more mechanically oriented in Taken King sounds great. I'm sure the raid is going to be amazeballs.

I still have to wonder though how it slipped through the cracks of the "exotics should feel overpowered, but not be overpowered" philosophy. When your rocket launcher does twice as much damage as any other, and there are no downsides, then I think someone missed that memo :-)

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"Why Gjallarhorn is overpowered"

by General Vagueness @, The Vault of Sass, Sunday, August 16, 2015, 21:32 (3485 days ago) @ Cody Miller

I still have to wonder though how it slipped through the cracks of the "exotics should feel overpowered, but not be overpowered" philosophy.

I still wonder how that's supposed to work, and if they think they did a good job. The Last Word and Invective look pretty normal and they sound like they're made of plastic, but they're extraordinary weapons. If it wasn't for Hawkmoon and Thorn, TLW would the one getting all the hand cannon hate, and indeed for a while there it was. Meanwhile, Universal Remote is noticeably longer than any other shotgun, it has a scope no other weapon has, it has crazy range, and it sounds OK, but the slow rate of fire and reload speed make it really limited in where it's useful.

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Ruin Wings to boot.

by Vortech @, A Fourth Wheel, Monday, August 17, 2015, 01:01 (3484 days ago) @ Cody Miller

I'd always assumed that Bungie wanted Gjallarhorn to be as powerful as it is. I believe the impending nerf has more to do with the negative trends taking hold in LFG sites than anything else.


I'm a firm believer that the LFG stuff is overblown. You're going to hear about these on the forums and on reddit because those stories are ridiculous, and are going to get pushed to the top. I've never once been asked if I had a Gjallarhorn.

There is a Gjallarhorn required raid in our fire team builder right now.

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Joke.

by narcogen ⌂ @, Andover, Massachusetts, Monday, August 17, 2015, 01:05 (3484 days ago) @ Vortech

I'd always assumed that Bungie wanted Gjallarhorn to be as powerful as it is. I believe the impending nerf has more to do with the negative trends taking hold in LFG sites than anything else.


I'm a firm believer that the LFG stuff is overblown. You're going to hear about these on the forums and on reddit because those stories are ridiculous, and are going to get pushed to the top. I've never once been asked if I had a Gjallarhorn.


There is a Gjallarhorn required raid in our fire team builder right now.

That was put there as a joke after Xur sold Gjallarhorn.

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They ARE going to actually try it, though

by ZackDark @, Not behind you. NO! Don't look., Monday, August 17, 2015, 01:43 (3484 days ago) @ narcogen

- No text -

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I didn't mean that they weren't.

by narcogen ⌂ @, Andover, Massachusetts, Monday, August 17, 2015, 10:02 (3484 days ago) @ ZackDark

I didn't mean that the joke was that Gjallarhorn (and Ruin Wings) weren't required. Heck, I'm not doing it, and it's because I don't have them.

I just mean that the whole thing is being done as a joke-- requiring an item that now most players have (or could get) and adding on another one that a lot of players probably don't have as a way of poking fun at the idea of requiring items for events.

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Huh, hadn't thought of it that way

by ZackDark @, Not behind you. NO! Don't look., Monday, August 17, 2015, 10:56 (3484 days ago) @ narcogen

At least the Ruin Wings part.

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Me either. Narc makes my jokes funnier than they are.

by Funkmon @, Monday, August 17, 2015, 13:21 (3484 days ago) @ ZackDark
edited by Funkmon, Monday, August 17, 2015, 13:30

The guy's so witty he assumes the jokes I make are as multi layered as his. That said, I do think somewhere deep in my subconscious that's why I thought it was extra funny and I just didn't realize it.

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"Joke."

by Funkmon @, Monday, August 17, 2015, 02:22 (3484 days ago) @ narcogen

- No text -

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Gjallarhorn only*

by ProbablyLast, Monday, August 17, 2015, 02:17 (3484 days ago) @ Vortech

- No text -

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"Why Gjallarhorn is overpowered"

by General Vagueness @, The Vault of Sass, Sunday, August 16, 2015, 21:14 (3485 days ago) @ CruelLEGACEY

I'd always assumed that Bungie wanted Gjallarhorn to be as powerful as it is. I believe the impending nerf has more to do with the negative trends taking hold in LFG sites than anything else.

It sounds like that is a major reason, but the fact it's so head-and-shoulders above everything else makes it by definition somewhat game-breaking. Do you think they balanced everything around the Gjallarhorn, or regular weapons? I think it might have been the thing this article was talking about, but the other side of it: it didn't feel overpowered in testing, so they left it alone, but after release the math became undeniable, especially with multiple people using them or solar burn on (or both).

It's pretty common actually

by electricpirate @, Saturday, August 15, 2015, 17:46 (3486 days ago) @ CyberKN

I don't believe a word of this. The Suros Regime sounded like it was firing Ping-Pong balls, but was still considered one of the most devastating weapons pre-nerf.

I agree that hard math isn't the end-all of balancing, but "I can overpower a gun just by adjusting the audio" is the most absurd thing I've ever heard.

This is actually a pretty common thing. THere's an anecdote from the development of one of the MP wolfenstien's (enemy territory?) where an investor called out a gun for being way underpowered, and the designer went into their sound editor, beefed the bass, brought it back, and the investor suddenly thought it was OP. It went on to be the most popular weapon in the game.

Similarly, there was a similar dynamic in Halo Reach. In the Beta, the pistol was widely seen as a massive beast, and Bungie responded by slightly reducing it's ROF. When the final game rolled around people treated it like a massive nerf.

Here's the thing though, due to a change they didn't talk about the gun was actually made *better*. Basically, from the Reach Beta to the final they dropped weapon kick in favor of just having Bloom. Essentially they maxed stability. This made the weapon feel worse, even though it was basically stronger.

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It's pretty common actually

by CruelLEGACEY @, Toronto, Saturday, August 15, 2015, 18:00 (3486 days ago) @ electricpirate

I don't believe a word of this. The Suros Regime sounded like it was firing Ping-Pong balls, but was still considered one of the most devastating weapons pre-nerf.

I agree that hard math isn't the end-all of balancing, but "I can overpower a gun just by adjusting the audio" is the most absurd thing I've ever heard.


This is actually a pretty common thing. THere's an anecdote from the development of one of the MP wolfenstien's (enemy territory?) where an investor called out a gun for being way underpowered, and the designer went into their sound editor, beefed the bass, brought it back, and the investor suddenly thought it was OP. It went on to be the most popular weapon in the game.

Similarly, there was a similar dynamic in Halo Reach. In the Beta, the pistol was widely seen as a massive beast, and Bungie responded by slightly reducing it's ROF. When the final game rolled around people treated it like a massive nerf.

Here's the thing though, due to a change they didn't talk about the gun was actually made *better*. Basically, from the Reach Beta to the final they dropped weapon kick in favor of just having Bloom. Essentially they maxed stability. This made the weapon feel worse, even though it was basically stronger.

I run in to stuff like this often in my line of work... people will know there is something they don't like about the guitar they are playing, but they'll identify the problem incorrectly. I had a customer tell me "I hate the shape of the neck on this one". I examined the guitar he was playing, took it back to my work bench, lowered the strings a bit to make it easier to play, and handed it back. "This one feels great! Is it the same model?"

The difference though, as far as I see it, is that even though my customer identified the problem incorrectly, there was a problem with how the guitar felt in his left hand. If Gjallarhorn's visual effects weren't apparent enough, I can see how one or two people might say "this gun isn't powerful enough"... but I would think someone, somewhere along the way would identify the actual problem and correct things accordingly, just as I did when my customer complained about the shape of the neck he was playing.

And who knows... maybe that is exactly what happened. The visual effects of the wolfpack rounds are plenty visible now, so by the sounds of things they did get visually beefed up at some point. But I have a tough time believing that nobody at bungie was aware of how earth-shatteringly powerful it is, which is why I still think Gally's damage output is intentional.

It's pretty common actually

by electricpirate @, Saturday, August 15, 2015, 18:14 (3486 days ago) @ CruelLEGACEY

I run in to stuff like this often in my line of work... people will know there is something they don't like about the guitar they are playing, but they'll identify the problem incorrectly. I had a customer tell me "I hate the shape of the neck on this one". I examined the guitar he was playing, took it back to my work bench, lowered the strings a bit to make it easier to play, and handed it back. "This one feels great! Is it the same model?"

The difference though, as far as I see it, is that even though my customer identified the problem incorrectly, there was a problem with how the guitar felt in his left hand. If Gjallarhorn's visual effects weren't apparent enough, I can see how one or two people might say "this gun isn't powerful enough"... but I would think someone, somewhere along the way would identify the actual problem and correct things accordingly, just as I did when my customer complained about the shape of the neck he was playing.

Yea, being a good game design is often times the exact same thing. People know that something is wrong, but they almost never know what. There's an anecdote about borderlands where people complained of too many enemies in a zone, making it too slow to travel through, so gearbox tripled the number of enemies and no one ever complained about it again.

And who knows... maybe that is exactly what happened. The visual effects of the wolfpack rounds are plenty visible now, so by the sounds of things they did get visually beefed up at some point. But I have a tough time believing that nobody at bungie was aware of how earth-shatteringly powerful it is, which is why I still think Gally's damage output is intentional.


Yea, the article is abit awkward about that thesis (that's why I put the subject in quotes). I think Gjally was always supposed to be desireable, but I think the response is more about why it became this status symbol in the community.

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It's pretty common actually

by Xenos @, Shores of Time, Saturday, August 15, 2015, 18:15 (3486 days ago) @ CruelLEGACEY

The difference though, as far as I see it, is that even though my customer identified the problem incorrectly, there was a problem with how the guitar felt in his left hand. If Gjallarhorn's visual effects weren't apparent enough, I can see how one or two people might say "this gun isn't powerful enough"... but I would think someone, somewhere along the way would identify the actual problem and correct things accordingly, just as I did when my customer complained about the shape of the neck he was playing.

And who knows... maybe that is exactly what happened. The visual effects of the wolfpack rounds are plenty visible now, so by the sounds of things they did get visually beefed up at some point. But I have a tough time believing that nobody at bungie was aware of how earth-shatteringly powerful it is, which is why I still think Gally's damage output is intentional.

I think the problem was two fold honestly. I think Bungie purposefully made it as powerful as it is, but it was in response to people feeling it was underpowered (possibly because of the unfinished effects). In addition I think that they didn't see its power as an issue when the game was first released, but mostly because it took a long time for a significant amount of the game's population to have Gjallahorn. Now that they saw the effects of a huge percentage of the active population using Gjallahorn ALL the time they decided to balance it.

Basically all I'm saying is I imagine the truth lies somewhere in the middle. They probably knew to a certain degree just how overpowered it was, but they didn't suspect it to become as big a problem as it is.

It's pretty common actually

by DreadPirateWes, Sunday, August 16, 2015, 14:10 (3485 days ago) @ Xenos

I don't think they expected people to have heavy boots, surplus snipers, stacks of 100 heavy synths that they use every five minutes, but that's how some of us play. It's just the most efficient way to kill, plus it's fun to shoot rockets!

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It's pretty common actually

by General Vagueness @, The Vault of Sass, Sunday, August 16, 2015, 21:21 (3485 days ago) @ Xenos

Basically all I'm saying is I imagine the truth lies somewhere in the middle. They probably knew to a certain degree just how overpowered it was, but they didn't suspect it to become as big a problem as it is.

That lines up with what two Bungie guys said about Ice Breaker during an interview at E3, about it was a game breaker and completely removing the ammo economy has drastic effects, and they sounded like they didn't realize those things until the players made them plain to see.

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It's pretty common actually

by Kahzgul, Sunday, August 16, 2015, 07:45 (3485 days ago) @ CruelLEGACEY

I don't believe a word of this. The Suros Regime sounded like it was firing Ping-Pong balls, but was still considered one of the most devastating weapons pre-nerf.

I agree that hard math isn't the end-all of balancing, but "I can overpower a gun just by adjusting the audio" is the most absurd thing I've ever heard.


This is actually a pretty common thing. THere's an anecdote from the development of one of the MP wolfenstien's (enemy territory?) where an investor called out a gun for being way underpowered, and the designer went into their sound editor, beefed the bass, brought it back, and the investor suddenly thought it was OP. It went on to be the most popular weapon in the game.

Similarly, there was a similar dynamic in Halo Reach. In the Beta, the pistol was widely seen as a massive beast, and Bungie responded by slightly reducing it's ROF. When the final game rolled around people treated it like a massive nerf.

Here's the thing though, due to a change they didn't talk about the gun was actually made *better*. Basically, from the Reach Beta to the final they dropped weapon kick in favor of just having Bloom. Essentially they maxed stability. This made the weapon feel worse, even though it was basically stronger.


I run in to stuff like this often in my line of work... people will know there is something they don't like about the guitar they are playing, but they'll identify the problem incorrectly. I had a customer tell me "I hate the shape of the neck on this one". I examined the guitar he was playing, took it back to my work bench, lowered the strings a bit to make it easier to play, and handed it back. "This one feels great! Is it the same model?"

The difference though, as far as I see it, is that even though my customer identified the problem incorrectly, there was a problem with how the guitar felt in his left hand. If Gjallarhorn's visual effects weren't apparent enough, I can see how one or two people might say "this gun isn't powerful enough"... but I would think someone, somewhere along the way would identify the actual problem and correct things accordingly, just as I did when my customer complained about the shape of the neck he was playing.

And who knows... maybe that is exactly what happened. The visual effects of the wolfpack rounds are plenty visible now, so by the sounds of things they did get visually beefed up at some point. But I have a tough time believing that nobody at bungie was aware of how earth-shatteringly powerful it is, which is why I still think Gally's damage output is intentional.

We run into this sort of thing in TV all the time as well. People are really good at pointing out that *something* is off, but not very good at articulating what the actual problem is. It takes years of experience with troubleshooting to really get down to the actual causes.

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It's pretty common actually

by Vortech @, A Fourth Wheel, Sunday, August 16, 2015, 16:07 (3485 days ago) @ Kahzgul

We run into this sort of thing in TV all the time as well. People are really good at pointing out that *something* is off, but not very good at articulating what the actual problem is. It takes years of experience with troubleshooting to really get down to the actual causes.

It's NTSC. There, I just saved you years of experience with troubleshooting. P)

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It's pretty common actually

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, August 16, 2015, 16:51 (3485 days ago) @ Vortech

We run into this sort of thing in TV all the time as well. People are really good at pointing out that *something* is off, but not very good at articulating what the actual problem is. It takes years of experience with troubleshooting to really get down to the actual causes.


It's NTSC. There, I just saved you years of experience with troubleshooting. P)

I think he is referring to the production side of things, not the picture :-p

But yeah. I came in late to fix a movie one time. They were on the verge of a reshoot, because nobody they showed it to liked the ending. I looked at it and talked a bit with the director, and realized the ending was good, but it was what came BEFORE that was the problem. We recut the rest of the movie, in order to prime the audience to feel a certain way about the main character. Now, even though the ending was exactly the same, people liked it a lot better.

Of course they did the reshoot anyway, seeing as how they already got the money, so I have no idea how it will turn out since my time is long up on that one :-p

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It's pretty common actually

by Kahzgul, Sunday, August 16, 2015, 18:31 (3485 days ago) @ Cody Miller

Exactly Cody's point. I get notes all the time that say things like "let's cut this section" but it's actually something critical to the arc of the story we're telling. What they really mean is "I don't see why this is important" so I just have to add a little hand-holding (sometimes it's as small as a change in the music, sometimes it literally needs to be said out loud why it's important).

"Why Gjallerhorn is overpowered"

by Kalamari @, Waiting for Ghorn, FB, and BH, Sunday, August 16, 2015, 20:01 (3485 days ago) @ CyberKN

I agree, it sounds like an over elaborate excuse for them waiting an entire year to actually nerf an overpowered weapon. I think Bungie purposefully kept it overpowered because it was the best carrot in the game, and its rarity kept players in the game.

I think the crux of the Gjallarhorn issue is that it had to be nerfed so the Player investment system could live. If Ghorn was left untouched, players would continue to ignore the other heavy weapons like they have done in the past. It's the same reason why we won't have the ability to level up weapons in TTK like we have in HoW. If there is nothing for the player to grind for, the player investment system weakens and players stop playing the game. Gotta nerf the old carrots so players can chase the the new carrots.

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"Why Gjallerhorn is overpowered"

by Xenos @, Shores of Time, Sunday, August 16, 2015, 22:41 (3484 days ago) @ Kalamari

I think the crux of the Gjallarhorn issue is that it had to be nerfed so the Player investment system could live. If Ghorn was left untouched, players would continue to ignore the other heavy weapons like they have done in the past. It's the same reason why we won't have the ability to level up weapons in TTK like we have in HoW. If there is nothing for the player to grind for, the player investment system weakens and players stop playing the game. Gotta nerf the old carrots so players can chase the the new carrots.

That really just sounds to me like the negative spin of exactly what they're saying.

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"Why Gjallerhorn is overpowered"

by SonofMacPhisto @, Sunday, August 16, 2015, 16:11 (3485 days ago) @ electricpirate

This thread reminds me of the SMG from ODST. Silenced SMG that sounds like a beast. Haha.

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